











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Rogue |
| Level / Exp | 19 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by Layunor the giant spider at level 10 on the 5th Flare 122nd year of Ascendancy at 08:10 0 / 5Killed by Eilinelera the red ooze at level 18 on the 35th Dusk 122nd year of Ascendancy at 15:10 Killed by Siluriavena the white ooze at level 18 on the 36th Dusk 122nd year of Ascendancy at 02:54 Killed by Sneaky at level 19 on the 36th Dusk 122nd year of Ascendancy at 12:15 Killed by sand-drake at level 19 on the 37th Dusk 122nd year of Ascendancy at 07:08 |
Primary Stats
| Strength | 32 (base 12) |
| Dexterity | 54 (base 37) |
| Constitution | 24 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 63 (base 47) |
Resources
| Life | 368/368 |
| Stamina | 219/219 |
| Healing Factor | 1.3172674059366 |
| Regeneration | 4.2811190692941 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 41.423963940317 |
| See Invisible | 41.423963940317 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 49 |
| Crit Chance | 44% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 49 |
| Crit Chance | 43% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Blight | +9% |
| Physical | +15% |
| Mind | +12% |
| Light | +12% |
| Temporal | +4% |
| Cold | +50% |
| Fire | +3% |
| Nature | +31% |
Offense: Damage Penetration
| Darkness | +5% |
| Arcane | +10% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 16 (49.007671158813%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 15 |
| Mental Save | 26 |
Defense: Resistances
| Cold | + 61%( 70%) |
| Acid | + 23%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 20%( 70%) |
| Nature | + 66%( 70%) |
| Physical | + 17%( 70%) |
| Mind | + 28%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Disarm Resistance | 34% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -401 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 401 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 74 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Cunning / Artifice | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Poluthra2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +9% acid Apr +2 ----- def ----- Die.at -40.00 life Max.HP +41.00 ---------- misc Stam/turn +1.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Hathohek the Radiancesever (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +3% fire Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +18% light +9% acid A cap made of leather. |
| On hands | Yaronik the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Str +3 Dex +3 Wil +2 Con dps ---------- Melee+ 6 temporal Ranged+ 7 temporal Dmg.mod +9% blight +4% temporal ----- def ----- Armour +1 Fatigue +1% Resists +6% temporal ---------- misc Vim/s.crit +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.09 cold and 13.10 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | steel amulet 'Belema'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Cun +4 Con ----- def ----- Resists +12% mind +9% light Disarm- +10% Confus- +20% Amulets make your neck look great! |
| In main hand | steel dagger 'Dimoath' (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 12.5 - 16.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 arcane +6 cold While equipped: Stats +2 Str dps ---------- Dmg.mod +7% physical Res.pen +10% arcane +5% darkness Acc +16 (+6 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Defense +6 (+2 eff.) Disarm- +24% Sharp, short and deadly. |
| Around waist | Isselar the Splendourblack1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +8.0% Mind.crit +8% Dmg.mod +12% light +12% mind Res.pen +5% lightning ----- def ----- Resists +3% mind ---------- misc Light +3 A belt that goes around your waist. |
| In off hand | Rainbreaker (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Str +2 Mag dps ---------- Dmg.mod +3% nature On Hit (Melee): * 10% chance to slow global speed by 48% ---------- misc Light +1 Infravis +1 Sharp, short and deadly. |
| Cloak | linen cloak 'Zubotha' (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Dex +2 Cun dps ---------- Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Acc +4 (+2 eff.) Apr +3 ----- def ----- Defense +6 (+2 eff.) ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Aduwe the cashmere robe (0 def, 8 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +3 Dex +2 Con dps ---------- Dmg.mod +20% nature On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +8 Resists +2% physical +9% cold +30% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
shielding rune of the wizard (absorb 142; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 142 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
copper ring of darkness (+24%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Rings make your fingers look great! |
marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
Polamira (15-22 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Nature Power 15.0 - 22.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +8 blight While equipped: Stats +9 Con +9 Wil dps ---------- Dmg.mod +15% blight ----- def ----- Resists +3% darkness +9% acid Max.HP +66.00 Poison- +10% Massive two-handed battleaxes. |
acidic steel battleaxe of the mystic (18-27 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.pwr +7 (+6 eff.) Massive two-handed battleaxes. |
balanced iron dagger of the mystic (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +6 (+6 eff.) Acc +6 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +21% Sharp, short and deadly. |
flaming iron dagger of phasing (11-14 power, 10 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +4.0% Atk.spd 100% Phasing +10% On Hit.r1 +5 fire Sharp, short and deadly. |
iron dagger (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger 'Shimmerhunt' (17-22 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 10 arcane resource burn * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Defense +10 (+3 eff.) Sharp, short and deadly. |
steel dagger (10-14 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
steel dagger 'Tundraquill' (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 nature While equipped: Stats +2 Str +2 Dex +5 Con ----- def ----- Resists +6% cold +5% arcane +3% nature Sharp, short and deadly. |
enhanced hardened leather sling of dampening4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Nature/Disrupt Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +7 Cun +5 Con ----- def ----- Resists +9% acid +12% lightning +9% cold +9% fire +5% all Spell.save +8 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
Lightwhisper1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +3% light ----- def ----- Resists +6% fire +6% cold Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.04 Psi/ret +0.08 A belt that goes around your waist. |
Shimmerrage the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Str +1 Mag dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +5% lightning Melee Ret 8 lightning ----- def ----- Phys.save +5 (+2 eff.) ---------- misc Infravis +1 A belt that goes around your waist. |
Zubunne1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Mind.pwr +3 (+1 eff.) On Hit (Melee): * 10% chance to reduce armor by 18% ----- def ----- Resists +3% temporal +9% light +3% cold Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Manimas the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Dex +2 Mag +2 Wil +1 Con dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +5% mind ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+2 eff.) ---------- misc Max.hate +4.00 Max.psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +7 (+2 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe 'Durylechik' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: Stats +3 Str +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +6% temporal +8% arcane +12% mind Res.pen +10% arcane ----- def ----- Resists +1% physical +7% all Phys.save +3 (+1 eff.) ---------- misc Stam/turn +1.00 Max.mana +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of nature (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +11% nature ----- def ----- Resists +16% nature +7% all Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Malablek' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% acid +10% cold +6% nature ----- def ----- Resists +18% acid +15% cold +9% darkness +9% all Die.at -20.00 life Poison- +24% Disease- +21% Pinning- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glintbreak the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +4 Mag +6 Lck dps ---------- Dmg.mod +6% light +3% blight Res.pen +10% blight ----- def ----- Armour +1 Stealth +6 Def/telep +10 Res/telep +10% Dur/telep +10% A pair of boots made of leather. |
Nightpower the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Dex +1 Mag dps ---------- Melee+ 5 acid Dmg.mod +4% acid On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Armour +1 Resists +6% acid ---------- misc See.Invis +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Daimofast the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Mag +1 Wil +3 Con dps ---------- Spell.crit +2% Spell.pwr +5 (+5 eff.) Melee Ret 2 arcane ----- def ----- Armour +3 Fatigue +5% Spell.save +3 (+3 eff.) ---------- misc Mana/turn +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nimbuswalker the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +1 Dex +2 Mag +4 Wil +9 Con ----- def ----- Armour +3 Fatigue +3% Resists +3% lightning ---------- misc Light +2 Infravis +1 A cap made of leather. |
Thunderlace the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +6% light +9% mind Res.pen +10% light +20% lightning ----- def ----- Armour +4 Fatigue +4% Resists +9% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zerytoneg the Cobrapython (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Mag +2 Wil dps ---------- Res.pen +15% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold ---------- misc Light +2 A cap made of leather. |
linen wizard hat 'Viperfurnace' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) Dmg.mod +12% nature Res.pen +5% darkness ----- def ----- Defense +1 (+0 eff.) Resists +6% fire +6% cold ---------- misc Equi/ret +0.08 Max.hate +6.00 A pointy cloth hat, very wizardly... |
cleansing reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +11% nature +14% blight A suit of armour made of leather. |
Hazequeller (17/17, 20-27 power, 7 apr)3.0 T2 arrow ammo [Rare] Disrupt Power 19.5 - 27.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Ranged+ +16 mind Against +17% Unnatural +20% Unliving On Hit.r1 +16 cold On Crit.r2 +8 mind On Hit: * 20% chance to reduce all saves and defense by 22 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows (22/22, 20-29 power, 7 apr)3.0 T2 arrow ammo [Normal] Power 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 22 Arrows are used with bows to pierce your foes to death. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Sneaky the Shalore Rogue level 10
4th Flare 122nd year of Ascendancy at 18:30 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Sneaky the Shalore Rogue level 18
36th Dusk 122nd year of Ascendancy at 00:32 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Sneaky the Shalore Rogue level 14
4th Dusk 122nd year of Ascendancy at 01:44 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Sneaky the Shalore Rogue level 9
1st Flare 122nd year of Ascendancy at 16:47 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Sneaky the Shalore Rogue level 14
4th Dusk 122nd year of Ascendancy at 11:36 see stats
Log
Talent Fan of Knives is ready to use.
Sandworm Queen feels pain again.
Gigantic corrosive tunneler's acid area effect hits Sandworm Queen for 54 acid damage.
Gigantic corrosive tunneler's acid area effect hits 3-headed hydra for 59 acid damage.
Gigantic corrosive tunneler's acid area effect hits Gigantic gravity worm for 59 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Sneaky uses Tumble.
Sneaky uses Throwing Knives.
Sneaky's Throwing Knife performs a melee critical strike against Yellow jelly!
Sneaky's Throwing Knife hits Yellow jelly for 303 physical damage.
Sneaky's Throwing Knife killed Yellow jelly!
Sneaky activates Stealth.
Talent Venomous Throw is ready to use.
Talent Venomous Strike is ready to use.
Sneaky shrugs off the effect 'Blinded'!
Something hits Sneaky for 143 physical damage.
Something hits Brittle clear ooze for 172 physical damage.
Sneaky the level 19 shalore rogue was punctured to death by a sand-drake on level 2 of Sandworm lair.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Something killed Sneaky!
Ran for 2 turns (stop reason: saving).
Saving game...
Saving done.






































































































